• 4 Posts
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Joined 3 years ago
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Cake day: January 5th, 2024

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  • I kind of agree, except for one big difference: cloud save sync. Currently, Heroic et al can sync game saves for Windows GOG games, but for Linux-native games (or Linux builds of multiplatform games), that’s not possible. GOG would have to support Linux cloud saves on the server side.

    (For me this is Silksong.)

    When they officially have Galaxy for Linux, they will finally have a reason to implement it. And at that point, presumably, the FOSS launchers will be able to utilize it too.

    Other than that, having the option of an official GOG Galaxy launcher, with smoother GOG integration and active work both on the client and the server to make everything work better, is a good thing no matter how you look at it. Yes it’s late, but it’s definitely not too late.

    I might keep using Heroic. I might switch to this. Time will tell.




  • I’m not sure what you mean by that. Those are script languages that are shared by its source code.

    Yes, that’s why I chose them.

    They still need to be compiled.

    No - they don’t. Sometimes they can be compiled, but when using a “pure” interpreter, there is no compilation step. The source code is read and executed on the fly. https://en.wikipedia.org/wiki/Interpreter_(computing)

    “In computing, an interpreter is software that executes source code without first compiling it to machine code.”

    JIT is actually a kind of middle-ground, where it does compile the source code (or sometimes just the most critical parts of it) for better performance.

    Python is traditionally only interpreted AFAIK, but it’s nuanced and it’s a rabbit hole I can’t hop into right now.

    So, my basic understanding is that shaders currently use a JIT compilation model: the first time a shader is needed, it is compiled first and then executed. Which obviously causes stutters. If there was a GPU shader-interpreter that could skip the compilation step at the cost of execution speed (but still be faster than fully compiling the shader) then, well, that would be what I mean.






  • The Arab parties’ 18 seats is the biggest game changer. The Netanyahu block will obviously never partner with them, and neither they nor the Eisenkot block is large enough to form a government coalition without them. So the only way we make it out of this mess is with some real Arab representation in the government.

    I really hope that happens. But it’s worth noting that some (not all!) of the Arab parties don’t acknowledge Israel’s legitimacy, so obviously cannot be included in Israel’s government.

    Please oh please let this work out. I want to get off this Bibi horror ride.



  • Thanks.

    I couldn’t care less about the downvotes, just like you I’m just interested in having a good conversation and sharing accurate information. So thank you for providing it!

    You’re right about all of that. Especially the takeaway that it’s nuanced. Yeah, it really is.

    I think what most people, including you, are reacting to is who is doing this rather than what is being done. And rightly so. I don’t want to trust Epic (or Mic🤮soft) with this kind of thing. But anti-cheat is nuanced, and I think I can persuade you (if you don’t agree already) that some kind of anti-cheat that actually works to some extent is needed.

    You brought up:

    … you have to ask yourself what platform you’re participating in and why.

    I think the answer is pretty obvious here. The platform is an online game. Let’s say Fortnite just because it’s the obvious example to use (personally I’ve never played it). The reason you want to participate is for fun, for competition (maybe even professional), or both.

    One thing is very clear: if other people playing Fortnite are cheating when playing with you, it prevents you from having fun or winning the competition. Unless you are a cheater yourself, you only want to play with non-cheaters.

    So obviously you want there to be some way you can play Fortnite with some level of guarantee that other players aren’t cheating.

    So let’s say you, the player, get to decide how this is enforced. The stipulation is that every player including you will be subject to the same level of enforcement, and any player that isn’t will be locked out of the platform. How do you do it?

    You and every player will have to somehow credibly convince the game that you’re not cheating. The only way to do that is to reveal some information about the system running the game. The TPM and all those other technologies that you seem to understand much better than I do, are the way to do that credibly. The only question left, then, is which information (or “how much”) would actually be sent to the server to provide this proof.

    That’s the trade-off. I agree with you that these companies will almost inevitably exploit this system to extract data about you that has nothing to do with cheating. If not at first, then soon afterwards. And that’s an endless battle that we’ll continue to fight. But it’s also besides the fundamental point.

    Cheating in online games is a real problem that actually needs solutions. I think the framework presented by EAC v2 is a good one, and can be used to enforce anti-cheat on Linux without spying on you in any other way. That, I think, is a good thing.

    What would be best, of course, is if a more trustworthy organization made a similar anti-cheat solution following EAC v2’s footsteps.








  • I agree about leap minute, I really don’t see why they leaped (ha) straight to an hour.

    Well, I kinda do - working with whole-hour offsets is kind of a solved issue (timezones, DST) whereas there isn’t really a solution for a minute. The clever people at Google (IIRC) came up with the “smear second” as a pretty elegant way to implement a leap second, but the same approach wouldn’t scale all that well to a full minute. You’d have to smear it over 2 months or something.

    But if the time does come to implement a leap hour, that’s going to be just as hard to deal with! You basically have to redefine UTC to be what was previously UTC+1:00, and then what? Computers can’t deal with that any more than that can deal with 61 seconds in a minute.